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  • ''The freedom to choose between several different actions or choices which all seem meaningful.'' ...choices" argues this, as does the definitions of game from Costikyan where player ''make decisions''<ref name="Costikyan"/> and Abt where players are ''indep
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...because players may discuss what narrative experiences they had with other player who have also played the game. ...ained [[Predetermined Story Structures]] in games which multiple different player groups can experience independently without affecting each other. On an ele
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ''The choosing of one or more actions for future execution.'' ...ctions should be selected, and then as they gameplay progresses make these actions take places. This type of gameplay structure is called [[Action Programming
    8 KB (1,222 words) - 16:09, 23 July 2016
  • [[Category:Player Patterns]] ''Games that have more than one player.''
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...to cooperate can cause problems for those players because they might exist actions that would benefit them individual but harm the larger group. ...me mechanics force them to entry alliances and pacts to be able to perform actions, and [[Intrigue]] is balanced so they are likely to have and break deals la
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...ies|Civiliation series]] can be seen as a form of [[Companions]]. Like the player, they have no direct manifestation within the game world but they do follow ...r [[Mutual Goals]] or [[Continuous Goals]] and [[Supporting Goals]] with a player. They may be able to work towards these through having the same [[Abilities
    12 KB (1,707 words) - 15:40, 6 August 2015
  • [[Category:Player Patterns]] Zero-Player Games<ref name="wiki"/> are games where humans do not directly influence th
    7 KB (1,098 words) - 15:08, 19 March 2018
  • ''Actions by a person in a game world influences how other people perceive and intera ...-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while d
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ''That the choices of actions players make during gameplay define their characters.'' ...ne gives effects through the narration not only on the boy but also on the player's character.
    11 KB (1,564 words) - 12:37, 4 August 2015
  • ''The enforcement of certain actions in order to maintain or develop an agent’s personality.'' ...characters that are under players' control this may require limiting what actions they can make the characters perform, or taking control way from them.
    10 KB (1,402 words) - 12:00, 20 March 2018
  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavored, and required.'' ...monsters. Some rivaling factions are react diametrically different to some actions, so for example killing a pirate of the Bloodsail Buccaneers may result in
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ''Consequences outside game states that are due to actions or events within those game states.'' ...ntentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transf
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ''Being a player or character within one's same social network as an enemy or competitor.'' ...nal Rivalry]] between the NPCs in the player's party. Depending on how the player acts towards them this can lead to the relations developing positively or t
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...remise for the gameplay so that players have a diegetic motivation for the actions. [[Loyalty]] can also become part of gameplay itself if it is possible to g ...oyalty]] have been misused if players behave in certain ways and leave the player's character.
    9 KB (1,383 words) - 12:04, 4 August 2015
  • ...scenes]] are used when games cannot progress the entire game story through actions and events and need to give longer descriptions and explanations to players ...enes]] are more often applied to [[Penalties]] and [[Rewards]] in [[Single-Player Games]].
    12 KB (1,639 words) - 11:49, 17 July 2016
  • ...rstand the underlying structure of the game system and give meaning to the actions taking place during gameplay. ...this to motivate some differences in connectivity, resources, and possible actions between different parts of them. Other games, e.g. [[Elfenland]] or [[Risk:
    29 KB (4,196 words) - 21:55, 19 March 2018
  • ''Compound actions that require several agents to perform specific individual actions for them to occur.'' ...er for them to take place at all. These actions are called [[Collaborative Actions]] since the players are either actively collaborating or can be seen to do
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...lanced and all players have equal chance of succeeding in the game. Single-player games can also provide [[Handicap Systems]] - in this case to let players d ...ple 80% or 140%. This allows one player to have a handicap against another player.
    7 KB (1,061 words) - 07:58, 8 August 2015
  • [[Category:Player Patterns]] ...rect short-term consequences of their gameplay actions. These games have [[Player-Planned Development]].
    8 KB (1,142 words) - 16:39, 19 January 2018
  • ...Masters]] at the expense of being able to improvise in response to player actions. To compensate for this, solutions where people and programs share the resp ...as solve social conflicts. These [[Game Masters]] were recruited from the player base and could still continue as players if they wanted. The commercial [[:
    19 KB (2,776 words) - 07:11, 8 April 2022

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